mirror of
https://github.com/GreemDev/Ryujinx.git
synced 2024-12-22 19:15:47 +00:00
IaIndexing
Fixes shader problems in Donkey Kong Country Tropical Freeze, and Fire Emblem: Three Houses
This commit is contained in:
parent
bdb00f3981
commit
fc581cf707
3 changed files with 175 additions and 144 deletions
|
@ -76,7 +76,7 @@ namespace Ryujinx.Graphics.Metal
|
|||
return;
|
||||
}
|
||||
|
||||
switch (_shaders[index].Stage)
|
||||
switch (shader.Stage)
|
||||
{
|
||||
case ShaderStage.Compute:
|
||||
ComputeFunction = library.NewFunction(StringHelper.NSString("kernelMain"));
|
||||
|
@ -88,7 +88,7 @@ namespace Ryujinx.Graphics.Metal
|
|||
FragmentFunction = library.NewFunction(StringHelper.NSString("fragmentMain"));
|
||||
break;
|
||||
default:
|
||||
Logger.Warning?.Print(LogClass.Gpu, $"Cannot handle stage {_shaders[index].Stage}!");
|
||||
Logger.Warning?.Print(LogClass.Gpu, $"Cannot handle stage {shader.Stage}!");
|
||||
break;
|
||||
}
|
||||
|
||||
|
|
|
@ -60,9 +60,9 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
|
|||
return _sb.ToString();
|
||||
}
|
||||
|
||||
public void EnterScope()
|
||||
public void EnterScope(string prefix = "")
|
||||
{
|
||||
AppendLine("{");
|
||||
AppendLine(prefix + "{");
|
||||
|
||||
_level++;
|
||||
|
||||
|
|
|
@ -139,6 +139,19 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
|
|||
{
|
||||
if (isMainFunc)
|
||||
{
|
||||
// TODO: Support OaIndexing
|
||||
if (context.Definitions.IaIndexing)
|
||||
{
|
||||
context.EnterScope($"array<float4, {Constants.MaxAttributes}> {Defaults.IAttributePrefix} = ");
|
||||
|
||||
for (int i = 0; i < Constants.MaxAttributes; i++)
|
||||
{
|
||||
context.AppendLine($"in.{Defaults.IAttributePrefix}{i},");
|
||||
}
|
||||
|
||||
context.LeaveScope(";");
|
||||
}
|
||||
|
||||
DeclareMemories(context, context.Properties.LocalMemories.Values, isShared: false);
|
||||
DeclareMemories(context, context.Properties.SharedMemories.Values, isShared: true);
|
||||
|
||||
|
@ -356,171 +369,189 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Msl
|
|||
|
||||
private static void DeclareInputAttributes(CodeGenContext context, IEnumerable<IoDefinition> inputs)
|
||||
{
|
||||
if (context.Definitions.Stage == ShaderStage.Compute)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
switch (context.Definitions.Stage)
|
||||
{
|
||||
case ShaderStage.Vertex:
|
||||
context.AppendLine("struct VertexIn");
|
||||
break;
|
||||
case ShaderStage.Fragment:
|
||||
context.AppendLine("struct FragmentIn");
|
||||
break;
|
||||
}
|
||||
|
||||
context.EnterScope();
|
||||
|
||||
if (context.Definitions.Stage == ShaderStage.Fragment)
|
||||
{
|
||||
// TODO: check if it's needed
|
||||
context.AppendLine("float4 position [[position, invariant]];");
|
||||
context.AppendLine("bool front_facing [[front_facing]];");
|
||||
context.AppendLine("float2 point_coord [[point_coord]];");
|
||||
}
|
||||
|
||||
if (context.Definitions.IaIndexing)
|
||||
{
|
||||
Logger.Warning?.PrintMsg(LogClass.Gpu, "Unhandled IA Indexing!");
|
||||
}
|
||||
else
|
||||
{
|
||||
if (inputs.Any() || context.Definitions.Stage != ShaderStage.Compute)
|
||||
// MSL does not support arrays in stage I/O
|
||||
// We need to use the SPIRV-Cross workaround
|
||||
for (int i = 0; i < Constants.MaxAttributes; i++)
|
||||
{
|
||||
string prefix = "";
|
||||
var suffix = context.Definitions.Stage == ShaderStage.Fragment ? $"[[user(loc{i})]]" : $"[[attribute({i})]]";
|
||||
context.AppendLine($"float4 {Defaults.IAttributePrefix}{i} {suffix};");
|
||||
}
|
||||
}
|
||||
|
||||
switch (context.Definitions.Stage)
|
||||
if (inputs.Any())
|
||||
{
|
||||
foreach (var ioDefinition in inputs.OrderBy(x => x.Location))
|
||||
{
|
||||
if (context.Definitions.IaIndexing && ioDefinition.IoVariable == IoVariable.UserDefined)
|
||||
{
|
||||
case ShaderStage.Vertex:
|
||||
context.AppendLine($"struct VertexIn");
|
||||
break;
|
||||
case ShaderStage.Fragment:
|
||||
context.AppendLine($"struct FragmentIn");
|
||||
break;
|
||||
continue;
|
||||
}
|
||||
|
||||
context.EnterScope();
|
||||
string iq = string.Empty;
|
||||
|
||||
if (context.Definitions.Stage == ShaderStage.Fragment)
|
||||
{
|
||||
// TODO: check if it's needed
|
||||
context.AppendLine("float4 position [[position, invariant]];");
|
||||
context.AppendLine("bool front_facing [[front_facing]];");
|
||||
context.AppendLine("float2 point_coord [[point_coord]];");
|
||||
iq = context.Definitions.ImapTypes[ioDefinition.Location].GetFirstUsedType() switch
|
||||
{
|
||||
PixelImap.Constant => "[[flat]] ",
|
||||
PixelImap.ScreenLinear => "[[center_no_perspective]] ",
|
||||
_ => string.Empty,
|
||||
};
|
||||
}
|
||||
|
||||
foreach (var ioDefinition in inputs.OrderBy(x => x.Location))
|
||||
string type = ioDefinition.IoVariable switch
|
||||
{
|
||||
string iq = string.Empty;
|
||||
// IoVariable.Position => "float4",
|
||||
IoVariable.GlobalId => "uint3",
|
||||
IoVariable.VertexId => "uint",
|
||||
IoVariable.VertexIndex => "uint",
|
||||
// IoVariable.PointCoord => "float2",
|
||||
_ => GetVarTypeName(context.Definitions.GetUserDefinedType(ioDefinition.Location, isOutput: false))
|
||||
};
|
||||
string name = ioDefinition.IoVariable switch
|
||||
{
|
||||
// IoVariable.Position => "position",
|
||||
IoVariable.GlobalId => "global_id",
|
||||
IoVariable.VertexId => "vertex_id",
|
||||
IoVariable.VertexIndex => "vertex_index",
|
||||
// IoVariable.PointCoord => "point_coord",
|
||||
_ => $"{Defaults.IAttributePrefix}{ioDefinition.Location}"
|
||||
};
|
||||
string suffix = ioDefinition.IoVariable switch
|
||||
{
|
||||
// IoVariable.Position => "[[position, invariant]]",
|
||||
IoVariable.GlobalId => "[[thread_position_in_grid]]",
|
||||
IoVariable.VertexId => "[[vertex_id]]",
|
||||
// TODO: Avoid potential redeclaration
|
||||
IoVariable.VertexIndex => "[[vertex_id]]",
|
||||
// IoVariable.PointCoord => "[[point_coord]]",
|
||||
IoVariable.UserDefined => context.Definitions.Stage == ShaderStage.Fragment ? $"[[user(loc{ioDefinition.Location})]]" : $"[[attribute({ioDefinition.Location})]]",
|
||||
_ => ""
|
||||
};
|
||||
|
||||
if (context.Definitions.Stage == ShaderStage.Fragment)
|
||||
{
|
||||
iq = context.Definitions.ImapTypes[ioDefinition.Location].GetFirstUsedType() switch
|
||||
{
|
||||
PixelImap.Constant => "[[flat]] ",
|
||||
PixelImap.ScreenLinear => "[[center_no_perspective]] ",
|
||||
_ => string.Empty,
|
||||
};
|
||||
}
|
||||
|
||||
string type = ioDefinition.IoVariable switch
|
||||
{
|
||||
// IoVariable.Position => "float4",
|
||||
IoVariable.GlobalId => "uint3",
|
||||
IoVariable.VertexId => "uint",
|
||||
IoVariable.VertexIndex => "uint",
|
||||
// IoVariable.PointCoord => "float2",
|
||||
_ => GetVarTypeName(context.Definitions.GetUserDefinedType(ioDefinition.Location, isOutput: false))
|
||||
};
|
||||
string name = ioDefinition.IoVariable switch
|
||||
{
|
||||
// IoVariable.Position => "position",
|
||||
IoVariable.GlobalId => "global_id",
|
||||
IoVariable.VertexId => "vertex_id",
|
||||
IoVariable.VertexIndex => "vertex_index",
|
||||
// IoVariable.PointCoord => "point_coord",
|
||||
_ => $"{Defaults.IAttributePrefix}{ioDefinition.Location}"
|
||||
};
|
||||
string suffix = ioDefinition.IoVariable switch
|
||||
{
|
||||
// IoVariable.Position => "[[position, invariant]]",
|
||||
IoVariable.GlobalId => "[[thread_position_in_grid]]",
|
||||
IoVariable.VertexId => "[[vertex_id]]",
|
||||
// TODO: Avoid potential redeclaration
|
||||
IoVariable.VertexIndex => "[[vertex_id]]",
|
||||
// IoVariable.PointCoord => "[[point_coord]]",
|
||||
IoVariable.UserDefined => context.Definitions.Stage == ShaderStage.Fragment ? $"[[user(loc{ioDefinition.Location})]]" : $"[[attribute({ioDefinition.Location})]]",
|
||||
_ => ""
|
||||
};
|
||||
|
||||
context.AppendLine($"{type} {name} {iq}{suffix};");
|
||||
}
|
||||
|
||||
context.LeaveScope(";");
|
||||
context.AppendLine($"{type} {name} {iq}{suffix};");
|
||||
}
|
||||
}
|
||||
|
||||
context.LeaveScope(";");
|
||||
}
|
||||
|
||||
private static void DeclareOutputAttributes(CodeGenContext context, IEnumerable<IoDefinition> outputs)
|
||||
{
|
||||
switch (context.Definitions.Stage)
|
||||
{
|
||||
case ShaderStage.Vertex:
|
||||
context.AppendLine("struct VertexOut");
|
||||
break;
|
||||
case ShaderStage.Fragment:
|
||||
context.AppendLine("struct FragmentOut");
|
||||
break;
|
||||
case ShaderStage.Compute:
|
||||
context.AppendLine("struct KernelOut");
|
||||
break;
|
||||
}
|
||||
|
||||
context.EnterScope();
|
||||
|
||||
if (context.Definitions.OaIndexing)
|
||||
{
|
||||
Logger.Warning?.PrintMsg(LogClass.Gpu, "Unhandled OA Indexing!");
|
||||
}
|
||||
else
|
||||
{
|
||||
if (outputs.Any() || context.Definitions.Stage == ShaderStage.Fragment)
|
||||
// MSL does not support arrays in stage I/O
|
||||
// We need to use the SPIRV-Cross workaround
|
||||
for (int i = 0; i < Constants.MaxAttributes; i++)
|
||||
{
|
||||
string prefix = "";
|
||||
|
||||
switch (context.Definitions.Stage)
|
||||
{
|
||||
case ShaderStage.Vertex:
|
||||
context.AppendLine($"struct VertexOut");
|
||||
break;
|
||||
case ShaderStage.Fragment:
|
||||
context.AppendLine($"struct FragmentOut");
|
||||
break;
|
||||
case ShaderStage.Compute:
|
||||
context.AppendLine($"struct KernelOut");
|
||||
break;
|
||||
}
|
||||
|
||||
context.EnterScope();
|
||||
|
||||
outputs = outputs.OrderBy(x => x.Location);
|
||||
|
||||
if (context.Definitions.Stage == ShaderStage.Fragment && context.Definitions.DualSourceBlend)
|
||||
{
|
||||
IoDefinition firstOutput = outputs.ElementAtOrDefault(0);
|
||||
IoDefinition secondOutput = outputs.ElementAtOrDefault(1);
|
||||
|
||||
var type1 = GetVarTypeName(context.Definitions.GetFragmentOutputColorType(firstOutput.Location));
|
||||
var type2 = GetVarTypeName(context.Definitions.GetFragmentOutputColorType(secondOutput.Location));
|
||||
|
||||
var name1 = $"color{firstOutput.Location}";
|
||||
var name2 = $"color{firstOutput.Location + 1}";
|
||||
|
||||
context.AppendLine($"{type1} {name1} [[color({firstOutput.Location}), index(0)]];");
|
||||
context.AppendLine($"{type2} {name2} [[color({firstOutput.Location}), index(1)]];");
|
||||
|
||||
outputs = outputs.Skip(2);
|
||||
}
|
||||
|
||||
foreach (var ioDefinition in outputs)
|
||||
{
|
||||
string type = ioDefinition.IoVariable switch
|
||||
{
|
||||
IoVariable.Position => "float4",
|
||||
IoVariable.PointSize => "float",
|
||||
IoVariable.FragmentOutputColor => GetVarTypeName(context.Definitions.GetFragmentOutputColorType(ioDefinition.Location)),
|
||||
IoVariable.FragmentOutputDepth => "float",
|
||||
IoVariable.ClipDistance => "float",
|
||||
_ => GetVarTypeName(context.Definitions.GetUserDefinedType(ioDefinition.Location, isOutput: true))
|
||||
};
|
||||
string name = ioDefinition.IoVariable switch
|
||||
{
|
||||
IoVariable.Position => "position",
|
||||
IoVariable.PointSize => "point_size",
|
||||
IoVariable.FragmentOutputColor => $"color{ioDefinition.Location}",
|
||||
IoVariable.FragmentOutputDepth => "depth",
|
||||
IoVariable.ClipDistance => "clip_distance",
|
||||
_ => $"{Defaults.OAttributePrefix}{ioDefinition.Location}"
|
||||
};
|
||||
string suffix = ioDefinition.IoVariable switch
|
||||
{
|
||||
IoVariable.Position => "[[position, invariant]]",
|
||||
IoVariable.PointSize => "[[point_size]]",
|
||||
IoVariable.UserDefined => $"[[user(loc{ioDefinition.Location})]]",
|
||||
IoVariable.FragmentOutputColor => $"[[color({ioDefinition.Location})]]",
|
||||
IoVariable.FragmentOutputDepth => "[[depth(any)]]",
|
||||
IoVariable.ClipDistance => $"[[clip_distance]][{Defaults.TotalClipDistances}]",
|
||||
_ => ""
|
||||
};
|
||||
|
||||
context.AppendLine($"{type} {name} {suffix};");
|
||||
}
|
||||
|
||||
context.LeaveScope(";");
|
||||
context.AppendLine($"float4 {Defaults.OAttributePrefix}{i} [[user(loc{i})]];");
|
||||
}
|
||||
}
|
||||
|
||||
if (outputs.Any())
|
||||
{
|
||||
outputs = outputs.OrderBy(x => x.Location);
|
||||
|
||||
if (context.Definitions.Stage == ShaderStage.Fragment && context.Definitions.DualSourceBlend)
|
||||
{
|
||||
IoDefinition firstOutput = outputs.ElementAtOrDefault(0);
|
||||
IoDefinition secondOutput = outputs.ElementAtOrDefault(1);
|
||||
|
||||
var type1 = GetVarTypeName(context.Definitions.GetFragmentOutputColorType(firstOutput.Location));
|
||||
var type2 = GetVarTypeName(context.Definitions.GetFragmentOutputColorType(secondOutput.Location));
|
||||
|
||||
var name1 = $"color{firstOutput.Location}";
|
||||
var name2 = $"color{firstOutput.Location + 1}";
|
||||
|
||||
context.AppendLine($"{type1} {name1} [[color({firstOutput.Location}), index(0)]];");
|
||||
context.AppendLine($"{type2} {name2} [[color({firstOutput.Location}), index(1)]];");
|
||||
|
||||
outputs = outputs.Skip(2);
|
||||
}
|
||||
|
||||
foreach (var ioDefinition in outputs)
|
||||
{
|
||||
if (context.Definitions.OaIndexing && ioDefinition.IoVariable == IoVariable.UserDefined)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
string type = ioDefinition.IoVariable switch
|
||||
{
|
||||
IoVariable.Position => "float4",
|
||||
IoVariable.PointSize => "float",
|
||||
IoVariable.FragmentOutputColor => GetVarTypeName(context.Definitions.GetFragmentOutputColorType(ioDefinition.Location)),
|
||||
IoVariable.FragmentOutputDepth => "float",
|
||||
IoVariable.ClipDistance => "float",
|
||||
_ => GetVarTypeName(context.Definitions.GetUserDefinedType(ioDefinition.Location, isOutput: true))
|
||||
};
|
||||
string name = ioDefinition.IoVariable switch
|
||||
{
|
||||
IoVariable.Position => "position",
|
||||
IoVariable.PointSize => "point_size",
|
||||
IoVariable.FragmentOutputColor => $"color{ioDefinition.Location}",
|
||||
IoVariable.FragmentOutputDepth => "depth",
|
||||
IoVariable.ClipDistance => "clip_distance",
|
||||
_ => $"{Defaults.OAttributePrefix}{ioDefinition.Location}"
|
||||
};
|
||||
string suffix = ioDefinition.IoVariable switch
|
||||
{
|
||||
IoVariable.Position => "[[position, invariant]]",
|
||||
IoVariable.PointSize => "[[point_size]]",
|
||||
IoVariable.UserDefined => $"[[user(loc{ioDefinition.Location})]]",
|
||||
IoVariable.FragmentOutputColor => $"[[color({ioDefinition.Location})]]",
|
||||
IoVariable.FragmentOutputDepth => "[[depth(any)]]",
|
||||
IoVariable.ClipDistance => $"[[clip_distance]][{Defaults.TotalClipDistances}]",
|
||||
_ => ""
|
||||
};
|
||||
|
||||
context.AppendLine($"{type} {name} {suffix};");
|
||||
}
|
||||
}
|
||||
|
||||
context.LeaveScope(";");
|
||||
}
|
||||
|
||||
private static void AppendHelperFunction(CodeGenContext context, string filename)
|
||||
|
|
Loading…
Reference in a new issue